adopt
Brownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance…
Audit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references.
Claude Code
$ npx -y skills add Donchitos/Claude-Code-Game-Studios --skill asset-audit --agent claude-code
Codex
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill asset-audit -a codex -y
Cursor
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill asset-audit -a cursor -y
Gemini CLI
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill asset-audit -a gemini-cli -y
GitHub Copilot
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill asset-audit -a github-copilot -y
OpenCode
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill asset-audit -a opencode -y
Windsurf
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill asset-audit -a windsurf -y
name: asset-audit description: "Audit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references." argument-hint: "[category|all]" user-invocable: true allowed-tools: Read, Glob, Grep, Bash(stat *), Bash(file *), Bash(od *), Bash(wc *), Bash(du *) model: sonnet # Read-only diagnostic skill — no specialist agent delegation needed
This skill's report asks for **file sizes against budgets**, **texture dimensions** (power-of-two), **audio sample rates**, and **last-modified times** for orphan detection. None of those are obtainable from `Read`/`Glob`/`Grep` — they need `stat` or a binary header read, so the read-only measuring commands (`stat`, `file`, `od`, `wc`, `du`) are pre-approved above; list files with Glob. Anything else asks first.
**If you cannot take a measurement, the cell is `NOT ASSESSED`, never an estimate.** A size budget table filled from guesses is worse than an empty one: it looks like evidence. This is a live fabrication vector even on a project full of real assets: if the template demands tables of numbers the tool allowlist cannot produce, the only way to complete it is to invent them.
---
**If the inputs this skill needs do not exist, the answer is "could not run" — not a filled-in report.** Check first, and stop if the check fails.
1. List the inputs this skill reads (data files, prior reports, profiler output, test results, registries, source code). 2. For each, record `FOUND` or `ABSENT` — not "assumed present". 3. If any input required for a section is ABSENT, that section is **`NOT ASSESSED — NO DATA`**. Do not estimate it, do not infer it from an adjacent artifact, and do not leave a mandated cell to be filled by whoever reads the template next. 4. If **every** required input is ABSENT, stop and report **`NOT ASSESSED — NO DATA`** as the whole verdict, naming what was missing and which skill produces it.
**A verdict of `NOT ASSESSED` is a success.** It is the correct, useful answer to "what does the data say?" when there is no data. The failure mode this prevents is specific: a report whose verdict enum has no "could not run" state produces **false clean passes** — an asset audit returning COMPLIANT on a project with no assets and no standards, or a performance profile reporting ">99% headroom against a 16.67ms budget" with zero profiler data and no budget ever set.
**Absence of evidence is never evidence of absence.** A scan that finds no matches because there are no files to scan has not verified anything. Say which of the two happened — a reader cannot tell from a green result.
---
Read the art bible's Asset Standards section (`design/art/art-bible.md`) and any asset standards in the relevant design docs — size budgets and format rules come from there. The naming patterns are the ones in Phase 3 below, unless the art bible states its own. Read the art bible by section: find the heading with the Grep tool (pattern `^#`, content mode) and Read that range with offset and limit.
If neither states a size budget — or there is no art bible — the Size section is `NOT ASSESSED — no size budget set`, and the report names `/art-bible`, whose Asset Standards section sets budgets, formats and the naming convention.
---
Assets live under the engine's asset root: `assets/` on Godot, `Assets/` on Unity, `Content/` on Unreal. Resolve the engine and its code root per `.claude/docs/code-root-resolution.md`; that code root is the one Phase 3's orphan and missing-asset searches read. If it is unresolved, stop: `NOT ASSESSED — engine unresolved`, naming `/setup-engine`.
Scan the asset root using Glob:
`assets/shaders/**/*`, `assets/data/**/*`
The files matched are `Total assets scanned`. If there are none, the checks on scanned files — Naming, Size, Format, Orphaned — are `NOT ASSESSED — no assets under <asset root>`; the missing-asset search still runs.
---
**Naming conventions:**
These are Godot's conventions. Unity and Unreal name assets in PascalCase, so on those engines check names only against a naming rule the art bible states; with none, Naming is `NOT ASSESSED — no naming rule for <engine>` (name `/art-bible`).
**File standards:**
`file` reports an audio file's format and sample rate but not its length, and no pre-approved tool here does; a duration budget is therefore `NOT ASSESSED — duration not measurable here`, naming the files it covers.
On Unreal an asset file (`.uasset`, `.umap`) does not keep its source file's format or dimensions, so Format is `NOT ASSESSED` there; its size is still measured.
**Orphaned assets:** Search the code root for references to each asset file. Flag any with no references.
**Missing assets:** Search the code root for asset references and verify the files exist.
Both searches need code: if the code root holds no source files, Orphaned and Missing are `NOT ASSESSED — no code to search`. On Unity and Unreal most asset references live in scenes, prefabs and other assets rather than code, so an asset no code names may still be in use: Orphaned is `NOT ASSESSED` there.
---
Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.
Brownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance…
Create an ADR documenting a technical decision: context, alternatives considered, consequences.
Traceability matrix mapping GDD requirements to ADRs. Finds gaps, cross-ADR conflicts, engine compatibility. PASS/CONCERNS/NOT…
Author the Art Bible — visual identity gating asset production. Run before /map-systems.
Per-asset visual specs plus AI generation prompts from GDDs and character profiles. After the art bible.
Find balance outliers, broken progressions, degenerate strategies, economy imbalances in formulas and data. 'Check game balance'.
Use your assigned AgentMail inbox to read email tasks, explicitly send or reply, and check delivery. Provided automatically by…
Create a new Architecture Decision Record with sequential numbering and AgentDB registration